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Publicações

Publicações por HumanISE

2025

Somatic Indicators on the Visceral, Behavioral and Reflective Dimensions of Emotional Design

Autores
Alves, T; Giesteira, B;

Publicação
ADVANCES IN DESIGN AND DIGITAL COMMUNICATION V, DIGICOM 2024

Abstract
Building on the work carried out in the context of both the master's thesis and the EUGLOH Tromso Idea Camp 2024, this paper proposes to explore somatic relationships that could help to develop a grammar of practical applicability that specifies which properties pertain to each the three dimensions of Emotional Design presented by Donald Norman. Thus, a proto-ontology affecting some of these factors is presented. The validity of this proposal was methodologically tested mainly through the use of Cultural Probes, along with other methodological tools, which were used to collect emotionally relevant artifacts owned by the participants. This data was submitted through both Content Analysis and Artifact Analysis in order to determine which properties of the artifacts made them meaningful to the users. Different preliminary data related to the three dimensions of Emotional Design emerged: in the first visceral dimension, elements of a perceptual-sensory nature; in the behavioral dimension, some preliminary factors relating to the prevalence of both feedback and image schemas stood out; lastly, the reflective aspect proved to be the one where the most properties were determined, mainly related to symbolic properties.

2025

Drawing for Social Re-Connectivity Through Collaborative and Digital Environments. Preliminary Drawing Activities

Autores
Penedos Santiago, E; Simões, S; Amado, P; Giesteira, B;

Publicação
Lecture Notes in Networks and Systems

Abstract
This research aims to leverage digital drawing as a non-verbal language to transcend the communication barriers faced by individuals with partial to complete locked-in syndrome (LIS). It will explore the possibility of using the human body as an interface, through assistive technology, in accordance with its limitation in functionality, to facilitate social reconnection and emotional expression through drawing. This approach is grounded in the understanding that creative expression and communication are fundamental human needs and can significantly impact the well-being and quality of life of individuals with severe motor impairments. This paper will focus on the development of the drawing activities. These activities will run under a mixed reality set that can be tailored by caregivers or therapists to the end-user's needs and preferences, ensuring functionality and user satisfaction through an accessible, enriching, and emotionally rewarding experience. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.

2025

Towards the Design of Transformation: a Review of Transformative VR Experiences

Autores
Giesteira, B; Alves, T;

Publicação
AHFE International - Human Interaction and Emerging Technologies (IHIET 2025)

Abstract
Within the context applied to Virtual Reality research, the present work focuses on a literature review within the emerging field of Transformative Experience Design: a domain in interaction design that aims to create experiences fostering self-actualization and self-transcendence and which relates directly to the ideas of the sublime or awe. The methodological Preferred Reporting Items for Systematic Reviews and Meta Analyses (PRISMA) Statement was used to conduct the current review. The scientific multidisciplinary databases used for the search were SCOPUS and Web of Science. The initial search resulted in the collection of a total of 448 articles from the two aforementioned databases, of which 408 were included after the English language criterion had been applied. After eliminating duplicate studies, 304 articles remained. Here, the initial screening phase was based on reading the respective abstracts and titles, and from this excluding noticeably irrelevant studies based on the inclusion/exclusion criteria, resulting in a total of 71 articles. Of these, and after the full-text reading, 49 papers were considered eligible for inclusion in this research context.The work focuses on studies that have adopted a strongly empirical, phenomenological and qualitative approach to the creation and evaluation of transformative experiences in VR, with the purpose of finding out not only how these are being created, but also which are the main factors that enable a transformative dimension in this type of experiences. Indeed, VR seems to be explored through it´s particular phenomenological affordances as a means to advance the two fundamental dimensions of Transformative Experience Design: perceptual vastness, on one hand, and need for accommodation, on the other.Concerning the first dimension of perceptual vastness in VR experiences, different properties stood out. Firstly, the typology of the perceptual stimuli used was found to be mainly concealed between the representation of natural scenarios, and, most importantly, Earth´s view from outer space. It was also noted that environments that present an almost exaggeratedly extensive structure and where greater horizontality prevails are those that, according to this data, appear to have the best chance of fostering awe. Rather more interestingly, it has been revealed that the design of spaces and paths that present a dynamic and dramatic structure is where the sensations of awe are most prevalent, based, above all, on a feeling of surprise.On the other hand, the more epistemic dimension of need for accommodation appears to be based upon the exploration of paradoxical, supernatural, uncanny elements, mainly founded on the violation of the laws of reality and that beg for the accommodation within our current mental schemata. Truly, VR design allows for a complete inversion of these laws, and the use of fantastic and unreal elements thus finds fertile soil to then develop an experience that is deeply transformative.These results are then systematized and discussed, and further possibilities are then suggested within this context.

2025

Competitive and Cooperative Player-Oriented GWAPs for Enhancing Crowdsourcing Campaigns - An Evidence-Based Synthesis

Autores
Guimaraes, D; Correia, A; Paulino, D; Paredes, H;

Publicação
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION

Abstract
The use of gamified crowdsourcing mechanisms through serious games and games with a purpose (GWAPs) has emerged as an effective motivational strategy for enhancing performance in human intelligence tasks (HITs). In this systematic literature review, we examine the underlying characteristics of competitive and cooperative player-oriented GWAPs and how they can be leveraged to optimize crowdsourcing performance in completing batches of HITs. By exploring gamified crowdsourcing elements in GWAPs, we can evaluate the impact of these two types of player behaviors (i.e., competition and cooperation) on motivation and performance. We reviewed 27 publications and grouped them into five categories: player orientation, game elements and motivation, crowd work optimization, gamified knowledge collection, and comparative studies and best practices. Our research pinpoints the significance of intuitive task instructions, alignment of game elements with player motivations, and the role of competitive and cooperative dynamics in enhancing engagement and performance.

2025

Stuck! Stalling in Computer Games

Autores
Cardoso, P; Carvalhais, M;

Publicação
Springer Series in Design and Innovation

Abstract
Games are commonly designed to assist players in their progression, maintaining their attention and motivation until they achieve closure while presenting challenges that need to be overcome to progress. But not all games are designed with this in mind, and players do not always play to progress. When that happens, we call it stalling. In computer games, stalling is when players or the game system try to maintain a particular state, impeding player progression and the game from developing. This chapter explores stalling as an act of players and, alternatively, as an act of the game itself that can be designed or result from emergent behaviours. It presents a model composed of two axes—Player/Game and Transitory/Permanent—that generate four types of stalling: Squandering, Casting-off, Lingering, and Taunting. This model leads to the conclusion that stalling is a legitimate playing tactic and versatile strategy for the design of games. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.

2025

Exploring Interactivity and Interpassivity in Digital Narratives: A Critical Examination

Autores
Monteiro, AC; Carvalhais, M; Torres, R;

Publicação
ADVANCES IN DESIGN, MUSIC AND ARTS III, EIMAD 2024, VOL 1

Abstract
The interaction between code and language shapes emergence and innovation in computational systems, turning them not merely into a series of connected structures but into narrative spaces. Interactive Digital Narratives (IDNs) are characterized by a tension between the control exerted by the system to engage readers and the autonomy that readers desire over the narrative's direction. This results in a ludic paradox, where the role of the narrative system is to enable and facilitate play while simultaneously being capable of communicating the outcomes of the readers' actions. On the other hand, the reader must be able to participate actively by playing along the system's rules. Based on the notion of interpassivity, which refers to the delegation of the cognitive activity to the object, thus transforming the reader into a passive observer of the system's interactions, this paper aims to explore the interplay between interpassivity and interactivity. As we navigate IDNs, we engage with narratives that challenge and empower readers, that create immersive and enriching experiences, and transform their relationships with the computational system. This contributes to understanding the pleasure of playing and the reader's role. Based on the premise that readers can derive pleasure from automation but also yearn for control over the narrative, we can investigate the playful interaction between humans and machines. This paper will analyze Emissaries (2015-2017), defined by its creator, Ian Cheng, as a video game that plays itself, and where the reader can seemingly only visualize the work. In this case study, we will look for narrative mechanics and the specificity of the medium in which the IDN is instantiated. We will discuss how the computational system actively shapes the narrative without direct reader input and consequently propose a reconceptualization of the concept of interpassivity and its relationship with interactivity.

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